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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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262 lines
8.4 KiB
C#
Executable file
262 lines
8.4 KiB
C#
Executable file
#region ================== Namespaces
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using System;
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using System.Collections.Generic;
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using System.Windows.Forms;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Map;
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using CodeImp.DoomBuilder.Rendering;
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using CodeImp.DoomBuilder.VisualModes;
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using CodeImp.DoomBuilder.Windows;
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#endregion
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namespace CodeImp.DoomBuilder.BuilderEffects
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{
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public partial class DirectionalShadingForm : DelayedForm
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{
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#region ================== Variables
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private Dictionary<Sector, Vector3D> sectors; // <sector, floor normal>
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private Dictionary<Sidedef, Vector3D> sides; // <side, side normal>
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private Dictionary<Sector, int> sectorbrightness;
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private Dictionary<Sector, int> sectorcolors;
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private Dictionary<Sidedef, int> sidebrightness;
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private IEnumerable<VisualSector> visualsectors;
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private Vector3D sunvector;
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private bool blockupdate;
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#endregion
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#region ================== Constructor
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private DirectionalShadingForm() { }
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public DirectionalShadingForm(IEnumerable<Sector> selectedsectors, IEnumerable<Sidedef> selectedsides, IEnumerable<VisualSector> selectedvisualsectors)
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{
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InitializeComponent();
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// Store sectors, collect floor normals
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visualsectors = selectedvisualsectors;
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sectors = new Dictionary<Sector, Vector3D>();
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sectorbrightness = new Dictionary<Sector, int>();
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sectorcolors = new Dictionary<Sector, int>();
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foreach(Sector s in selectedsectors)
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{
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sectors.Add(s, Sector.GetFloorPlane(s).Normal);
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sectorcolors[s] = UniFields.GetInteger(s.Fields, "lightcolor", PixelColor.INT_WHITE_NO_ALPHA);
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// Store initial brightness
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if(s.Fields.GetValue("lightfloorabsolute", false))
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sectorbrightness[s] = UniFields.GetInteger(s.Fields, "lightfloor");
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else
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sectorbrightness[s] = s.Brightness;
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}
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// Store sidedefs, collect side normals
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sides = new Dictionary<Sidedef, Vector3D>();
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sidebrightness = new Dictionary<Sidedef, int>();
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foreach(Sidedef sd in selectedsides)
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{
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Vector3D normal = Vector3D.FromAngleXY(sd.Line.Angle + Angle2D.PIHALF);
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if(sd == sd.Line.Front) normal *= -1;
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sides.Add(sd, normal);
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// Store initial brightness
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if(sd.Fields.GetValue("lightabsolute", false))
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sidebrightness[sd] = UniFields.GetInteger(sd.Fields, "light");
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else
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sidebrightness[sd] = sd.Sector.Brightness;
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}
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// Create undo
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string sectorscount = (sectors.Count > 0 ? (sectors.Count > 1 ? " sectors" : " sector") : "");
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string sidescount = (!string.IsNullOrEmpty(sectorscount) ? " and " : "");
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sidescount += (sides.Count > 0 ? (sides.Count > 1 ? " sidedefs" : " sidedef") : "");
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General.Map.UndoRedo.ClearAllRedos();
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General.Map.UndoRedo.CreateUndo("Apply directional shading to " + sectorscount + sidescount);
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// Prepare your fields!
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foreach(Sector s in sectors.Keys) s.Fields.BeforeFieldsChange();
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foreach(Sidedef sd in sides.Keys) sd.Fields.BeforeFieldsChange();
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// Load settings
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blockupdate = true;
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int angle = General.Settings.ReadPluginSetting("directionalshading.sunangle", 45);
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sunangle.Angle = angle;
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sunangletb.Text = angle.ToString();
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lightamount.Value = General.Settings.ReadPluginSetting("directionalshading.lightamount", 64);
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lightcolor.Color = PixelColor.FromInt(General.Settings.ReadPluginSetting("directionalshading.lightcolor", 0xFDEBD7));
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shadeamount.Value = General.Settings.ReadPluginSetting("directionalshading.shadeamount", 16);
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shadecolor.Color = PixelColor.FromInt(General.Settings.ReadPluginSetting("directionalshading.shadecolor", 0xABC8EB));
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blockupdate = false;
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OnSunAngleChanged();
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}
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#endregion
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#region ================== Methods
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private void UpdateShading()
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{
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// Update sector shading
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foreach(KeyValuePair<Sector, Vector3D> group in sectors)
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{
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// Calculate light amount
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double anglediff = Vector3D.DotProduct(group.Value, sunvector);
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int targetlight;
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PixelColor targetcolor;
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// Calculate light and light color when surface normal is rotated towards the sun vector
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if(anglediff >= 0.5f)
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{
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double lightmul = (anglediff - 0.5f) * 2.0f;
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targetlight = (int)Math.Round(lightamount.Value * lightmul);
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targetcolor = InterpolationTools.InterpolateColor(shadecolor.Color, lightcolor.Color, anglediff);
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}
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// Otherwise calculate shade and shade color
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else
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{
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double lightmul = (0.5f - anglediff) * -2.0f;
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targetlight = (int)Math.Round(shadeamount.Value * lightmul);
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targetcolor = InterpolationTools.InterpolateColor(shadecolor.Color, lightcolor.Color, anglediff);
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}
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// Apply settings
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if(group.Key.Fields.GetValue("lightfloorabsolute", false))
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UniFields.SetInteger(group.Key.Fields, "lightfloor", General.Clamp(targetlight + sectorbrightness[group.Key], 0, 255), 0);
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else
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UniFields.SetInteger(group.Key.Fields, "lightfloor", General.Clamp(targetlight, -255, 255), 0);
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// Apply sector color
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int c = (targetcolor.ToInt() & 0x00FFFFFF);
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// Restore initial color?
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if(c == PixelColor.INT_WHITE_NO_ALPHA) c = sectorcolors[group.Key];
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// Apply color
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UniFields.SetInteger(group.Key.Fields, "lightcolor", c, PixelColor.INT_WHITE_NO_ALPHA);
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// Mark for update
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group.Key.UpdateNeeded = true;
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}
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// Update sidedef shading
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foreach(KeyValuePair<Sidedef, Vector3D> group in sides)
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{
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// Calculate light amount
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double anglediff = Vector3D.DotProduct(group.Value, sunvector);
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int targetlight;
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// Calculate light and light color when surface normal is rotated towards the sun vector
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if(anglediff >= 0.5f)
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{
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double lightmul = (anglediff - 0.5f) * 2.0f;
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targetlight = (int)Math.Round(lightamount.Value * lightmul);
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}
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// Otherwise calculate shade and shade color
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else
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{
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double lightmul = (0.5f - anglediff) * -2.0f;
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targetlight = (int)Math.Round(shadeamount.Value * lightmul);
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}
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// Apply settings
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if(group.Key.Fields.GetValue("lightabsolute", false))
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UniFields.SetInteger(group.Key.Fields, "light", General.Clamp(targetlight + sidebrightness[group.Key], 0, 255), 0);
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else
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UniFields.SetInteger(group.Key.Fields, "light", General.Clamp(targetlight, -255, 255), 0);
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// Mark for update
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group.Key.Sector.UpdateNeeded = true;
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}
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// Update map
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General.Map.Map.Update();
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General.Map.IsChanged = true;
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// Update view
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if(visualsectors != null)
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{
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foreach(var vs in visualsectors) vs.UpdateSectorData();
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}
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else if(sectors.Count > 0)
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{
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General.Interface.RedrawDisplay();
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}
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}
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private void OnSunAngleChanged()
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{
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// TODO: Altitude?
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sunvector = Vector3D.FromAngleXYZ(Angle2D.DegToRad(sunangle.Angle + 90), Angle2D.DegToRad(45));
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UpdateShading();
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}
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#endregion
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#region ================== Events
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private void sunangle_AngleChanged(object sender, EventArgs e)
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{
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if(blockupdate) return;
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blockupdate = true;
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sunangletb.Text = sunangle.Angle.ToString();
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blockupdate = false;
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OnSunAngleChanged();
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}
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private void sunangletb_WhenTextChanged(object sender, EventArgs e)
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{
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if(blockupdate) return;
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blockupdate = true;
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sunangle.Angle = sunangletb.GetResult(sunangle.Angle);
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blockupdate = false;
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OnSunAngleChanged();
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}
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private void OnShadingChanged(object sender, EventArgs e)
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{
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if(!blockupdate) UpdateShading();
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}
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private void apply_Click(object sender, EventArgs e)
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{
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this.DialogResult = DialogResult.OK;
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Close();
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}
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private void cancel_Click(object sender, EventArgs e)
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{
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this.DialogResult = DialogResult.Cancel;
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Close();
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}
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private void DirectionalShadingForm_FormClosing(object sender, FormClosingEventArgs e)
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{
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if(this.DialogResult == DialogResult.OK)
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{
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// Save settings
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General.Settings.WritePluginSetting("directionalshading.sunangle", sunangle.Angle);
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General.Settings.WritePluginSetting("directionalshading.lightamount", lightamount.Value);
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General.Settings.WritePluginSetting("directionalshading.lightcolor", lightcolor.Color.ToInt());
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General.Settings.WritePluginSetting("directionalshading.shadeamount", shadeamount.Value);
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General.Settings.WritePluginSetting("directionalshading.shadecolor", shadecolor.Color.ToInt());
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}
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else
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{
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// Undo changes
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General.Map.UndoRedo.WithdrawUndo();
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}
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}
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#endregion
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}
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}
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